// Copyright (c) 2009 Mike Haight, Andy Kipp
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the "Software"), to deal in the Software without
// restriction, including without limitation the rights to use,
// copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following
// conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.

#include "stdafx.h"


TextCharacter::TextCharacter(void)
{
    Resources::Texture^ texture = ResourceManager::GetTexture("Text");
    this->Texture = texture;
    this->Size.Width = texture->FrameWidth;
    this->Size.Height = texture->FrameHeight;
}


void TextCharacter::SetValue(char argValue)
{
    mCharacter = argValue;
}


Frame TextCharacter::GetFrame(void)
{
    static const int space = 32;

    // Calculate the frame offset into the Text texture
    return this->Texture->GetFrame(space + mCharacter);
}


void TextCharacter::Update(void)
{
}